You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
433 lines
11 KiB
433 lines
11 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Basic BOT handling.
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// $Log: $
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "player.h"
|
||
|
#include "hl1mp_player.h"
|
||
|
#include "in_buttons.h"
|
||
|
#include "movehelper_server.h"
|
||
|
|
||
|
void ClientPutInServer( edict_t *pEdict, const char *playername );
|
||
|
void Bot_Think( CHL1MP_Player *pBot );
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
|
||
|
ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
|
||
|
ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." );
|
||
|
ConVar bot_forceattackon( "bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
|
||
|
ConVar bot_flipout( "bot_flipout", "0", 0, "When on, all bots fire their guns." );
|
||
|
ConVar bot_defend( "bot_defend", "0", 0, "Set to a team number, and that team will all keep their combat shields raised." );
|
||
|
ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
|
||
|
ConVar bot_zombie( "bot_zombie", "0", 0, "Brraaaaaiiiins." );
|
||
|
static ConVar bot_mimic( "bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
|
||
|
static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
|
||
|
ConVar bot_attack( "bot_attack", "1", 0, "Shoot!" );
|
||
|
|
||
|
ConVar bot_sendcmd( "bot_sendcmd", "", 0, "Forces bots to send the specified command." );
|
||
|
|
||
|
ConVar bot_crouch( "bot_crouch", "0", 0, "Bot crouches" );
|
||
|
|
||
|
static int BotNumber = 1;
|
||
|
static int g_iNextBotTeam = -1;
|
||
|
static int g_iNextBotClass = -1;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
bool backwards;
|
||
|
|
||
|
float nextturntime;
|
||
|
bool lastturntoright;
|
||
|
|
||
|
float nextstrafetime;
|
||
|
float sidemove;
|
||
|
|
||
|
QAngle forwardAngle;
|
||
|
QAngle lastAngles;
|
||
|
|
||
|
float m_flJoinTeamTime;
|
||
|
int m_WantedTeam;
|
||
|
int m_WantedClass;
|
||
|
} botdata_t;
|
||
|
|
||
|
static botdata_t g_BotData[ MAX_PLAYERS ];
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Create a new Bot and put it in the game.
|
||
|
// Output : Pointer to the new Bot, or NULL if there's no free clients.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBasePlayer *BotPutInServer( bool bFrozen, int iTeam )
|
||
|
{
|
||
|
g_iNextBotTeam = iTeam;
|
||
|
|
||
|
char botname[ 64 ];
|
||
|
Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber );
|
||
|
|
||
|
// This is an evil hack, but we use it to prevent sv_autojointeam from kicking in.
|
||
|
|
||
|
edict_t *pEdict = engine->CreateFakeClient( botname );
|
||
|
|
||
|
if (!pEdict)
|
||
|
{
|
||
|
Msg( "Failed to create Bot.\n");
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
// Allocate a CBasePlayer for the bot, and call spawn
|
||
|
//ClientPutInServer( pEdict, botname );
|
||
|
CHL1MP_Player *pPlayer = ((CHL1MP_Player *)CBaseEntity::Instance( pEdict ));
|
||
|
pPlayer->ClearFlags();
|
||
|
pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT );
|
||
|
|
||
|
if ( bFrozen )
|
||
|
pPlayer->AddEFlags( EFL_BOT_FROZEN );
|
||
|
|
||
|
char szReturnString[512];
|
||
|
|
||
|
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", "gman" );
|
||
|
engine->ClientCommand ( pPlayer->edict(), szReturnString );
|
||
|
|
||
|
BotNumber++;
|
||
|
|
||
|
g_BotData[pPlayer->entindex()-1].m_WantedTeam = iTeam;
|
||
|
g_BotData[pPlayer->entindex()-1].m_flJoinTeamTime = gpGlobals->curtime + 0.3;
|
||
|
|
||
|
return pPlayer;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Run through all the Bots in the game and let them think.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Bot_RunAll( void )
|
||
|
{
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CHL1MP_Player *pPlayer = ToHL1MPPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
|
||
|
if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
|
||
|
{
|
||
|
Bot_Think( pPlayer );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool RunMimicCommand( CUserCmd& cmd )
|
||
|
{
|
||
|
if ( bot_mimic.GetInt() <= 0 )
|
||
|
return false;
|
||
|
|
||
|
if ( bot_mimic.GetInt() > gpGlobals->maxClients )
|
||
|
return false;
|
||
|
|
||
|
|
||
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( bot_mimic.GetInt() );
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
if ( !pPlayer->GetLastUserCommand() )
|
||
|
return false;
|
||
|
|
||
|
cmd = *pPlayer->GetLastUserCommand();
|
||
|
cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Simulates a single frame of movement for a player
|
||
|
// Input : *fakeclient -
|
||
|
// *viewangles -
|
||
|
// forwardmove -
|
||
|
// sidemove -
|
||
|
// upmove -
|
||
|
// buttons -
|
||
|
// impulse -
|
||
|
// msec -
|
||
|
// Output : virtual void
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void RunPlayerMove( CHL1MP_Player *fakeclient, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime )
|
||
|
{
|
||
|
if ( !fakeclient )
|
||
|
return;
|
||
|
|
||
|
CUserCmd cmd;
|
||
|
|
||
|
// Store off the globals.. they're gonna get whacked
|
||
|
float flOldFrametime = gpGlobals->frametime;
|
||
|
float flOldCurtime = gpGlobals->curtime;
|
||
|
|
||
|
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime;
|
||
|
fakeclient->SetTimeBase( flTimeBase );
|
||
|
|
||
|
Q_memset( &cmd, 0, sizeof( cmd ) );
|
||
|
|
||
|
if ( !RunMimicCommand( cmd ) && !bot_zombie.GetBool() )
|
||
|
{
|
||
|
VectorCopy( viewangles, cmd.viewangles );
|
||
|
cmd.forwardmove = forwardmove;
|
||
|
cmd.sidemove = sidemove;
|
||
|
cmd.upmove = upmove;
|
||
|
cmd.buttons = buttons;
|
||
|
cmd.impulse = impulse;
|
||
|
cmd.random_seed = random->RandomInt( 0, 0x7fffffff );
|
||
|
}
|
||
|
|
||
|
if( bot_crouch.GetInt() )
|
||
|
cmd.buttons |= IN_DUCK;
|
||
|
|
||
|
if ( bot_attack.GetBool() )
|
||
|
cmd.buttons |= IN_ATTACK;
|
||
|
|
||
|
MoveHelperServer()->SetHost( fakeclient );
|
||
|
fakeclient->PlayerRunCommand( &cmd, MoveHelperServer() );
|
||
|
|
||
|
// save off the last good usercmd
|
||
|
fakeclient->SetLastUserCommand( cmd );
|
||
|
|
||
|
// Clear out any fixangle that has been set
|
||
|
fakeclient->pl.fixangle = FIXANGLE_NONE;
|
||
|
|
||
|
// Restore the globals..
|
||
|
gpGlobals->frametime = flOldFrametime;
|
||
|
gpGlobals->curtime = flOldCurtime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Run this Bot's AI for one frame.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void Bot_Think( CHL1MP_Player *pBot )
|
||
|
{
|
||
|
// Make sure we stay being a bot
|
||
|
pBot->AddFlag( FL_FAKECLIENT );
|
||
|
|
||
|
botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->edict() ) - 1 ];
|
||
|
|
||
|
QAngle vecViewAngles;
|
||
|
float forwardmove = 0.0;
|
||
|
float sidemove = botdata->sidemove;
|
||
|
float upmove = 0.0;
|
||
|
unsigned short buttons = 0;
|
||
|
byte impulse = 0;
|
||
|
float frametime = gpGlobals->frametime;
|
||
|
|
||
|
vecViewAngles = pBot->GetLocalAngles();
|
||
|
|
||
|
|
||
|
// Create some random values
|
||
|
if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) )
|
||
|
{
|
||
|
trace_t trace;
|
||
|
|
||
|
// Stop when shot
|
||
|
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) )
|
||
|
{
|
||
|
if ( pBot->m_iHealth == 100 )
|
||
|
{
|
||
|
forwardmove = 600 * ( botdata->backwards ? -1 : 1 );
|
||
|
if ( botdata->sidemove != 0.0f )
|
||
|
{
|
||
|
forwardmove *= random->RandomFloat( 0.1, 1.0f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
forwardmove = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Only turn if I haven't been hurt
|
||
|
if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 )
|
||
|
{
|
||
|
Vector vecEnd;
|
||
|
Vector forward;
|
||
|
|
||
|
QAngle angle;
|
||
|
float angledelta = 15.0;
|
||
|
|
||
|
int maxtries = (int)360.0/angledelta;
|
||
|
|
||
|
if ( botdata->lastturntoright )
|
||
|
{
|
||
|
angledelta = -angledelta;
|
||
|
}
|
||
|
|
||
|
angle = pBot->GetLocalAngles();
|
||
|
|
||
|
Vector vecSrc;
|
||
|
while ( --maxtries >= 0 )
|
||
|
{
|
||
|
AngleVectors( angle, &forward );
|
||
|
|
||
|
vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 );
|
||
|
|
||
|
vecEnd = vecSrc + forward * 10;
|
||
|
|
||
|
UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN_SCALED( pBot ), VEC_HULL_MAX_SCALED( pBot ),
|
||
|
MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace );
|
||
|
|
||
|
if ( trace.fraction == 1.0 )
|
||
|
{
|
||
|
if ( gpGlobals->curtime < botdata->nextturntime )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
angle.y += angledelta;
|
||
|
|
||
|
if ( angle.y > 180 )
|
||
|
angle.y -= 360;
|
||
|
else if ( angle.y < -180 )
|
||
|
angle.y += 360;
|
||
|
|
||
|
botdata->nextturntime = gpGlobals->curtime + 2.0;
|
||
|
botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false;
|
||
|
|
||
|
botdata->forwardAngle = angle;
|
||
|
botdata->lastAngles = angle;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( gpGlobals->curtime >= botdata->nextstrafetime )
|
||
|
{
|
||
|
botdata->nextstrafetime = gpGlobals->curtime + 1.0f;
|
||
|
|
||
|
if ( random->RandomInt( 0, 5 ) == 0 )
|
||
|
{
|
||
|
botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
botdata->sidemove = 0;
|
||
|
}
|
||
|
sidemove = botdata->sidemove;
|
||
|
|
||
|
if ( random->RandomInt( 0, 20 ) == 0 )
|
||
|
{
|
||
|
botdata->backwards = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
botdata->backwards = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pBot->SetLocalAngles( angle );
|
||
|
vecViewAngles = angle;
|
||
|
}
|
||
|
|
||
|
// Is my team being forced to defend?
|
||
|
if ( bot_defend.GetInt() == pBot->GetTeamNumber() )
|
||
|
{
|
||
|
buttons |= IN_ATTACK2;
|
||
|
}
|
||
|
// If bots are being forced to fire a weapon, see if I have it
|
||
|
else if ( bot_forcefireweapon.GetString() )
|
||
|
{
|
||
|
CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() );
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
// Switch to it if we don't have it out
|
||
|
CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon();
|
||
|
|
||
|
// Switch?
|
||
|
if ( pActiveWeapon != pWeapon )
|
||
|
{
|
||
|
pBot->Weapon_Switch( pWeapon );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Start firing
|
||
|
// Some weapons require releases, so randomise firing
|
||
|
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
|
||
|
{
|
||
|
buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bot_flipout.GetInt() )
|
||
|
{
|
||
|
if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
|
||
|
{
|
||
|
buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( strlen( bot_sendcmd.GetString() ) > 0 )
|
||
|
{
|
||
|
//send the cmd from this bot
|
||
|
CCommand args;
|
||
|
args.Tokenize( bot_sendcmd.GetString() );
|
||
|
pBot->ClientCommand( args );
|
||
|
|
||
|
bot_sendcmd.SetValue("");
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Wait for Reinforcement wave
|
||
|
if ( !pBot->IsAlive() )
|
||
|
{
|
||
|
// Try hitting my buttons occasionally
|
||
|
if ( random->RandomInt( 0, 100 ) > 80 )
|
||
|
{
|
||
|
// Respawn the bot
|
||
|
if ( random->RandomInt( 0, 1 ) == 0 )
|
||
|
{
|
||
|
buttons |= IN_JUMP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buttons = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bot_flipout.GetInt() >= 2 )
|
||
|
{
|
||
|
|
||
|
QAngle angOffset = RandomAngle( -1, 1 );
|
||
|
|
||
|
botdata->lastAngles += angOffset;
|
||
|
|
||
|
for ( int i = 0 ; i < 2; i++ )
|
||
|
{
|
||
|
if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f )
|
||
|
{
|
||
|
if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] )
|
||
|
{
|
||
|
botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
botdata->lastAngles[ 2 ] = 0;
|
||
|
|
||
|
pBot->SetLocalAngles( botdata->lastAngles );
|
||
|
}
|
||
|
|
||
|
RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|